precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
uniform vec4 v_texColor;

void main()
{
    vec4 temp = texture2D(s_texture, v_texCoord);
    gl_FragColor = vec4(v_texColor.r, v_texColor.g, v_texColor.b, v_texColor.a*temp.a);
}